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Everything posted by =617= Evil
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
=617= Evil replied to wilbur81's topic in DCS: F-16C Viper
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Longer track because I wasn't planning to upload it, but having issues with boresighted mavs as well. Synopsis: - Hot start on the ground at Kobuleti with 2x Mav Ds and 2x Mav Hs. - Did boresight successfully with MA SIM and GND JETT enabled. - Mav Ds were pointed far enough away from the TGP that auto handoff didn't work. Had to manually slew to lock and fire. - Mav Hs, interestingly, looked dead on target with the TGP, but the auto handoff was still unsuccessful. Boresight test.trk
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@Bleedle Extraordinarily unlikely. Even if they tried, it would be a work of pure speculation and massive assumptions. The APG-83 radar is derived from the radars in the F-22 and the F-35 so details are scarce and still classified Top Secret. The Auto GCAS system's details are not publicly available and I imagine would be extremely difficult to model even if we did know them. The improvements and changes to cockpit systems I'm sure would be impossible to replicate given we don't know the details of the improved sensor packages and how it interfaces with the Sniper targeting pod, the improved Digital RWR systems, the Infrared Search and Track systems, new autopilot/auto throttle, etc. etc. I could go on, but I won't. The best we could hope for is a cosmetic community mod, similar to the F-22, but again, it will be a work of fantasy. For anyone curious, I've attached the PDF from Lockheed Martin's website. Pretty awesome upgrades that, I believe, will keep the Viper in service through 2060. Jan20_Product Card F-16 Block 7072 media.pdf
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This is phenomenal work, my friend. Thank you so much!
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Paveway II - Longest StandOff Range?
=617= Evil replied to AngryViper.101's topic in DCS: F-16C Viper
Never tried the Mav H from that far and that high. Deffo gonna give that a shot. As for the laser, what I do is set the auto lase time for 20s instead of 8s. So the bomb has 20s of time to follow and make corrections. List->misc->LASR and then dobber down to change it. -
Paveway II - Longest StandOff Range?
=617= Evil replied to AngryViper.101's topic in DCS: F-16C Viper
That's every bit as good as I've been able to manage. The big restriction for GBUs is keeping the targeting pod unmasked when you break off after weapons release. For stationary targets, JDAMs offer a much better standoff and the freedom to maneuver after release. -
@BIGNEWY Apologies for the longer track file, but the GBU-12 on the Viper seems to be functioning properly, at least for me. Master arm on. Laser On. TGP A-G mode, Auto. GBU-12 in Mode 2 for CCRP. No change to any other weapon settings. Drop #1: Autopilot set for both steerpoint hold and altitude hold, auto-lase set for 20s. Drop #2: Autopilot set for altitude hold only, requiring minor adjustments for course. Auto-lase still at 20s. Drop #3: No autopilot set, requiring steering inputs for both path and altitude. Reset auto-lase for the default 8s. All drops were successful. I think I must have just been doing something wrong when they weren't releasing before. gbu12 test.trk
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I don't have a track either (naturally), but I will say that the GBU12 has been behaving strangely the last few days. As the release cue is coming down the bomb fall line, it kind like, twitches and stutters on its way down which I don't remember it doing before. A couple nights ago it was only releasing about 2/3 times. But then last night, no issues. I figured that because I had adjusted my control curves that it was due to little micro adjustments I was putting on the stick, that maybe I wasn't doing before. I'll see if I can get a track today if I see the behavior repeat itself.
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Very cool! For those of us that aren't as handy, there is something of a jury-rigged solution that I've been messing around with. I have a a VKB NXT Gladiator stick, so not sure how well it would translate to other sticks. But I swapped to the strongest springs the stick shipped with, and set the Pitch/Roll curves at -30 so it detects very small inputs. Only been using it for a short period of time, but I'm really enjoying it. Obviously it's still physically possible to crank the stick over, but it really takes some effort. The small inputs for large movements seems much more intuitive. Looking forward to testing it more.
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Yep. If you ripple off your Mavs fast enough and the targets are close enough together they will sympathetically detonate. Very easy to do especially now that the IR auto handoff is fixed. You almost have to slow yourself down deliberately.
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It's little details like this that are a good reminder of just how much work and research goes into these modules. Pretty damn spectacular.
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
=617= Evil replied to wilbur81's topic in DCS: F-16C Viper
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No problem, man! I'm still learning new things about the Viper all the time even after a good amount of hours in the jet. The Markpoint system is especially awesome if you ever do SEAD/DEAD stuff, because you can prep the HMCS for it and then when you spot the SAM launch, you can, in a matter of seconds, set the markpoint and evade while sharing the location with your flight. It's lethal when you fly with wingmen, but great for solo stuff too so you can find it easily after you defeat the missile and plot your plan to service the target.
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In addition to SP mode as mentioned above, you can also just quickly set a Markpoint with the HUD/HMCS and the TGP will slew there automatically just like with steerpoints. On the ICP just hit #7 and then that'll give you the circular Markpoint symbol in your hud. Slew it and press TMS UP short twice. The lat/long will populate on the DED. Press #0-M-SEL to automatically select it and the TGP will slew right to it. If you want to use the HMCS, after hitting #7, use Dobber right to cycle through the TGP/FCR/OFLY options and then press TMS UP LONG and the circular markpoint indicator will be in the HMCS. TMS UP SHORT once to ground stabilize, slew it where you want, then TMS UP SHORT again to set the markpoint, M-SEL to select it. Sounds complicated but with a little practice it goes really quickly.
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How to correctly set the TGP to look at an FCR target?
=617= Evil replied to nickos86's topic in DCS: F-16C Viper
Another way to get it to slave right away is to set a Markpoint with the FCR. It'll automatically slew the pod just like it does for steerpoints. Bonus: You can use IFF IN long press to share the info via Datalink with your flight. -
This makes a ton of sense, and I know now I need to make some adjustments to my throttle curve because just as you said, I can't fine tune to 1-2 knots speed. Definitely something to work on. Thank you!
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So, I've been flying the Viper for a couple months and enjoy it like crazy, but I'm having issues with fine control inputs in situations like strafing runs, AA Refueling and on landings, especially in bad weather, and find myself overcorrecting. Aside from the obvious answer of getting more stick time and stop having gorilla hands, I was hoping to get some insight from other folks who might have the same equipment as me. Currently using the stock 'medium' springs that come installed in the stick, and haven't changed my dead zones or axis at all from default within the DCS controls themselves. Is there anything non-skill based I could manipulate with my equipment and/or settings that might help? Thank you!
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Hopefully it gets fixed soon. CBUs are so important for DEAD missions, but this can make it extremely frustrating to try to use. Using PRE mode with the 103s and just marking the target a little high/long along your axis of attack is something of a workaround, but not perfect.
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Final Edit: Not a bug. A feature I only half understood. Carry on. Mods I'll leave this up in case anyone else needs it, but please delete at your discretion. I've encountered this a couple times in the last few days. If this is a known issue I apologize for the redundancy, but I haven't had it happen at least not in the last couple months. I'll break down in as much detail as I can in the steps and actions leading up to the bug. It's worth noting that the TGP always works fine in NAV mode. But in AG mode is when the issue arises. -Hot start jet in flight. -Go into AG mode, MAN handoff setting on the TGP. -Mark point HUD mode. Use HMCS to designate markpoint and slew TGP. -Bring up MAV weapon page; PRE mode. -Conduct Maverick attacks until weapons are depleted and OFF weapon page is displayed. This is where the bug presents itself near as I can tell. EDIT: This isn't where the issue begins. The bug presents whenever you try to switch to a new weapon system. Even the Gun. More info in edit below. The TGP is now locked in a fixed position (not on a steerpoint or a markpoint) just somewhere in front of and below the jet. The FPS of the MFD slows down and when you try to slew the TGP the reticle just kind of 'twitches' and flashes and the crosshair won't slew. HUD SOI and attempt to lock TGP onto previous steerpoint made with markpoint. No success. Use HUD to create new markpoint/steerpoint and then lock TGP. No success. Go back to NAV mode and use TGP to create new mark/steerpoint, then return to AG mode. No success. Roll steerpoint back to premade one from the mission editor. No success in getting TGP to slew or lock to it. Switch to CCIP cluster bomb mode, TGP resumes buggy behavior. Thus far, I've tried: -Switching TGP into SP mode -Switching TGP off and letting it warm back up -Master Arm on/off Behavior remains in TV, BHOT, WHOT modes as well. The TGP is definitely SOI when I'm trying to manipulate it. Behavior persists on both MFDs. EDIT 1: AFTER FURTHER TESTING: The issue begins once you switch to a new weapon system, even the gun in A-G mode. So, after expending all Mavericks, the TGP continued to work properly while in A-G mode, back to Nav mode, Master Arm on/off, etc. No issues. But when I switched to the A-G gun mode, the issue reappeared. I tried going back to normal AG mode, mav SMS page, switching between VIS, BORE and PRE, and then back to AG gun mode and it continued to cause the bug. However, going back to the Mavericks, even though I had zero left, the TGP went back to normal operation. EDIT 2: Confirm issue persists with all types of Mavericks. Even when used in VIS or BORE mode and not PRE mode. No markpoints were created, no new steerpoints were created. No 3rd party apps or software running, not even SRS. Jammers not activated, radio not turned on, laser not turned on. EDIT 3: Shut off TGP and conducted Maverick attack in BORE mode. Turned on TGP and after the warmup process, the issue persists. EDIT 4: Did not expend all Mavericks. Fired one, then attempted to switch to A-G Gun mode and issue persisted. EDIT 5: Conducted same test, but with dropping JDAMs after using TGP to establish a point track. Issue persists. Not limited to Mavericks. EDIT 6: Issue persists even without dropping weapons at all. Simply bringing up your TGP and then switching weapons causes the TGP to lock up the same way. If anyone has any insight as to the cause of this or any way to prevent it, it would be helpful. Thank you!